I just searched the FFFs for the keyword 'mods', and found a few numbers in FFF 372 and 391 -> https://www.factorio.com/blog/post/fff-372 and https://factorio.com/blog/post/fff-391
In 2022, there were:
638,886 players who downloaded 41,244,805* mods.
and
In 2023 we had:
676 651 ...
Search found 15 matches
- Fri Apr 17, 2026 9:17 pm
- Forum: General discussion
- Topic: What is the percentage of players that have installed at least one mod?
- Replies: 13
- Views: 1291
- Fri Apr 17, 2026 8:24 pm
- Forum: General discussion
- Topic: What is the percentage of players that have installed at least one mod?
- Replies: 13
- Views: 1291
Re: What is the percentage of players that have installed at least one mod?
The thing is, I would have guessed about 20 to 30 percent of players use mods, so I'd land on the other end of ChatGPT.
Why 20 to 30 percent?
Because I believe, if you'd ask in this forum or in r/factorio how many people modded their game at some time you'd end up with 80 to 90 percent of people ...
Why 20 to 30 percent?
Because I believe, if you'd ask in this forum or in r/factorio how many people modded their game at some time you'd end up with 80 to 90 percent of people ...
- Fri Apr 17, 2026 2:00 pm
- Forum: General discussion
- Topic: What is the percentage of players that have installed at least one mod?
- Replies: 13
- Views: 1291
Re: What is the percentage of players that have installed at least one mod?
Tertius, thanks for asking Copilot, but yeah, I'm not so sure on what its estimation is based. Without a clear reasoning behind it this just feels like guess work.
And good thinking, I also checked the numbers for the Alien Biomes mod (you can see the download numbers for the individual versions on ...
And good thinking, I also checked the numbers for the Alien Biomes mod (you can see the download numbers for the individual versions on ...
- Fri Apr 17, 2026 8:22 am
- Forum: General discussion
- Topic: What is the percentage of players that have installed at least one mod?
- Replies: 13
- Views: 1291
What is the percentage of players that have installed at least one mod?
Hi,
I'm just curious about this, because this came up in a discussion about the percentage of steam achievements, where someone noted that apparently only 1.9% of players have 'won' SpaceAge by reaching the solar system edge, and another replied that probably many players use mods and disable ...
I'm just curious about this, because this came up in a discussion about the percentage of steam achievements, where someone noted that apparently only 1.9% of players have 'won' SpaceAge by reaching the solar system edge, and another replied that probably many players use mods and disable ...
- Thu Jan 14, 2021 10:30 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.9] Crash loading savegame, Error CircuitConnector.cpp:655: neighbour != nullptr was not true
- Replies: 13
- Views: 11765
Re: [1.1.9] Error CircuitConnector.cpp:655: neighbour != nullptr was not true
Yup, happens here, too. OpenSuse Tumbleweed (openSUSE 20210111), starting a new game or loading an existing one crashes the game.
- Fri Mar 13, 2020 6:46 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3938
- Views: 2303135
Re: Bugs & FAQ
Somewhere in my mind I knew it needed Bob's yet I absolutely wanted to know if there was a way to do without.
Oh, of course. I think your idea about the mods is correct, they probably should work standalone. My answer was totally disregarding the option of Angels-only because I always ...
- Thu Mar 12, 2020 10:49 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3938
- Views: 2303135
Re: Bugs & FAQ
Second, I can't research Advanced Steel Smelting 2. It says that prerequisites (Advanced Steel Smelting 1) aren't met while they are. If I use a console command to force unlock it, the same thing happens to Advanced Steel Smelting 3. I do have Coolant 1 unlocked but can't research Steel 3 ...
- Wed Mar 11, 2020 9:09 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3808
- Views: 2449921
Re: Development and Discussion
Santa, would it be possible to add a mod setting for BioProcessing that enables/disables the changes it makes in regards to modules? I like the arboretums, and I might want to look into other Bio chains (like plastic) later, but the Bio chains for crystals (modules) are pretty involved. It would be ...
- Fri Feb 28, 2020 6:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3808
- Views: 2449921
Re: Development and Discussion
+1evandy wrote: Fri Feb 28, 2020 5:40 pm [..]I would consider swapping around to follow the standard:
(Gray) β> yellow β> red β> blue β> purple β> green.
It seems really jarring to have yellow at the highest tier.
(And back to lurking.)
- Thu Feb 13, 2020 4:34 pm
- Forum: PyMods
- Topic: Quick question
- Replies: 5
- Views: 3399
Re: Quick question
i 'think' this code would actually work for you as 'handcrafting' and 'crafting' or nil is not the same
in this case you would need to force yourself to not use this receipt any more as soon as you have circ1 automation possible
nevertheless.. this is pure challange if you remove handcrafting ...
- Thu Feb 13, 2020 12:16 pm
- Forum: PyMods
- Topic: Quick question
- Replies: 5
- Views: 3399
Re: Quick question
I just looked into it with FNEI, and it seems I'd need a "Chipshooter machine MK1", and then several other machines for different ingredients. Ok, handcrafting it is, then.kingarthur wrote: Thu Feb 13, 2020 10:55 am you have to handcraft circuits till you get the tech to make the machine that can automate them.
Thanks!
- Thu Feb 13, 2020 10:11 am
- Forum: PyMods
- Topic: Quick question
- Replies: 5
- Views: 3399
Quick question
Hi, after several AngelBob-bases I intend to start my first Py playthrough with all mods except AlienLife. I usually play Factorio with a small selfmade mod that disables handcrafting and just adds an assembler and the necessary items for the first energy source to the player at start (I just like ...
- Wed Jan 29, 2020 8:09 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 96586
Re: [0.18.x] Bob's Mods: General Discussion
Bob, just wanted to thank you for the mods and your continued support! Had lots of fun with them already, your work really brings Factorio to another level!
- Wed Jan 29, 2020 8:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3808
- Views: 2449921
Re: Development and Discussion
That's awesome news! Thanks a lot to Angel and all you other guys for creating and updating the mods!
- Sun Oct 20, 2019 10:27 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 645322
Re: [MOD 0.17] Industrial Revolution
Got some license issues. Your mod is released with CC BY-NC-ND 4.0 license. Hopw can youtube makers do their letsplays with mod? Your license forbids to monetize their videos. I know 2 great russian youtubers that making cool interesting Factoprio vids, but they said taht your license forbids hem ...